Simulation of writing on game consoles through the use of motion-sensing technology

ABSTRACT

A method and system of utilizing a game console with motion sensing technology is provided. The present invention, in various implementations, provides for a method for generating one or more symbols in response to one or more gestures using an input device of a gaming system. The method comprises providing the input device being capable of generating one or more gesture signals in response to one or more gestures and being operable to select a mode of one or more operational states. The method also provides for generating one or more gesture signals corresponding to the one or more gestures, respectively; mapping the one or more generated gesture signals in relation to one or more symbols, respectively; and, transmitting the one or more symbols corresponding to the respective one or more gesture signals to an output.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is related to co-pending patent application filedconcurrently on even-date herewith entitled, “SIMULATION OF WRITING ONGAME CONSOLES THROUGH THE USE OF MOTION-SENSING TECHNOLOGY” as AttorneyDocket No. RPS920080061US1/4423P, all of which is incorporated herein byreference.

FIELD OF THE INVENTION

The present invention relates generally to a gaming console and moreparticularly for simulating writing using such a console.

BACKGROUND OF THE INVENTION

Gaming systems have become increasingly popular over time. As gamingsystems have increased in performance, their capability has alsoexpanded into a role as an information portal for users to obtain webaccess exchange information between gamers, and even providecommunication between networked parties. As a result, users arebeginning to demand more than just gaming capability from their gamingsystems, and additionally seek broader interoperability and capabilityfor information exchange.

Providers have attempted to produce peripheral devices which areinteroperable with certain gaming systems and their networkedcounterparts to assist in information exchange. These devices typicallyprovide for messaging, verbal or imagery-based exchanges across suchsystems. For instance, Microsoft has introduced a capability forchatting technology in certain of its systems, such as with itsMicrosoft® XBOX® 360's chatpad hardware and Xbox® Live interface. TheMicrosoft chatpad, by example, provides a user the ability to typemessages using traditional text without disruption to the gamingexperience such that a user may continue to play the present activegame. In essence, the chatpad and similar devices provide a currentimplementation of a combination of earlier tools required by a user,where previously, the user used a keyboard device or a controller toscroll through and select letters apart from the gaming device, and wastypically required to disrupt the active game activity. However thesetypes of peripheral devices often are offered as options in addition tothe basic gaming system components. These same peripherals then alsooften require additional connectivity and also bring forth additionalexpense for a user. Further these types of peripheral devices do notprovide a transparent interface for a user using a gaming system havingmultiple environments therein.

Alternative attempts have also been sought to make use of audio inputthat is processed in parallel with gameplay for communication, forinstance with other players. While audio input, such as voice over IP(VOIP) or speech-to-text translation, accomplishes the parallelismneeded to further gameplay, this approach Occurs at the expense of theuser in terms of additional cost, area, and power. Further anddisadvantageously, the user is typically required to cover the upfrontpurchase price of peripherals such as headphones, microphones, speakers,etc. and is further expected to manage residual energy usage,containment, and upkeep of the devices. The number of accessories andoptions for electronic products has continued to increase over theyears, thus the addition of more peripherals is typically a hardwareapproach that ultimately results in higher costs and more complexmanagement issues for the user.

Therefore, while some conveniences to reducing the disruption in thegaming experience to game players have been realized in theseapproaches, these efforts have come at a cost to users and have notresulted in flexible modes of communication being available throughgaming systems. More particularly, the gaming experience remains devoidof the ability to use the gaming peripherals intended for gaming in amanner to attend to the non-gaming communications such as that ofwriting. Additionally, the transparency in operation is lacking in theseefforts as these additional features are often of little benefit in thegaming operation during a gaming experience.

For instance, while the chatpad offers a convenience to users, the useof the text pad is still a distraction from the gaming activity. Thechatpad is merely a traditional text entry device more convenientlysituated within a single gaming tool, and does not provide a seamlessinterface from the user to the non-gaming communications activity.Further the chatpad is an additional peripheral not essential to thegaming system but which is operative to be only a convenience to a userof the gaming system for non-gaming needs. The chatpad is a peripheralsupplement to the gaming system and provides a text capability which istypically not required for many gaming systems. The act of texting thenremains founded in traditional input devices in varying forms, with fewif any advances made in the art to offer improved convenience to gamersfor providing a writing capability within a gaming system.Unfortunately, an additional peripheral beyond the normal gaming systemcomponents is then required for the added convenience to performactivities not typically associated with gaming and the additionalperipheral does not necessarily enhance the gaming experience.

Therefore, it is desirable to have a gaming system which provides for awriting capability without the need for additional peripherals in agaming system. It is further desirable to have a method and system forproviding for a writing capability to a game center in a gaming systemusing components of the gaming system which further provides a user ofthe gaming system a convenient and efficient ability to write therein.The present invention addresses such needs.

SUMMARY OF THE INVENTION

A method and system of utilizing a game console with motion sensingtechnology is provided. The present invention in variousimplementations, provides for a method for generating one or moresymbols in response to one or more gestures using an input device of agaming system. The method comprises providing the input device beingcapable of generating one or more gesture signals in response to one ormore gestures and being operable to select a mode of one or moreoperational states. The method also provides for generating one or moregesture signals corresponding to the one or more gestures respectively;mapping the one or more generated gesture signals in relation to one ormore symbols, respectively; and, transmitting the one or more symbolscorresponding to the respective one or more gesture signals to anoutput.

In a further implementation the present invention provides for acomputer program product for generating one or more symbols in responseto one or more gestures using an input device of a gaming system, inwhich the processing system comprising a computer, a storage medium, anda processor, an input device being capable of generating one or moregesture signals in response to one or more gestures, capable oftransmitting one or more gesture signals, and being operable to select amode of one or more operational states, and a console being capable ofreceiving one or more transmitted gesture signals and generating one ormore symbols. The product also provides for a computer readable mediumhaving program instructions for which provide for generating one or moregesture signals corresponding to the one or more gestures, respectively;mapping the one or more generated gesture signals in relation to one ormore symbols, respectively; and transmitting the one or more symbolscorresponding to the respective one or more gesture signals to anoutput.

In still a further implementation of the present invention, a gamingsystem comprising: a processor; a storage medium; one or more inputdevices being capable of generating one or more gesture signals inresponse to one or more gestures, capable of transmitting one or moregesture signals, and being operable to select a mode of one or moreoperational states; a console being capable of receiving one or moretransmitted gesture signals and generating one or more symbols; and acomputer readable memory coupled to the processor and containing programinstructions is provided for. The instruction, when executed, implementsa method in an operating state selected by the input device of thegaming system and provides for: generating one or more gesture signalscorresponding to the one or more gestures, respectively; mapping the oneor more generated gesture signals in relation to one or more symbols,respectively; and transmitting the one or more symbols corresponding tothe respective one or more gesture signals to an output.

BRIEF DESCRIPTION OF DRAWINGS

The present invention will become more fully understood from thedetailed description given hereinafter and the accompanying drawing(s)given by way of illustration only, and thus are not intended as adefinition of the limits or limitations of the present invention, andwherein:

FIG. 1A is an illustration of a Nintendo® game console and a remote,hereinafter referred to as the Wii® system;

FIG. 1B is a functional block depiction of the present invention invarious implementations

FIG. 2A is a flow chart for providing a method for generating one ormore gesture signals for simulating writing in response to one or morephysical movements of an electronic device used in a gaming system, inaccordance with the present invention;.

FIG. 2B is a flow chart for providing a method for generating one ormore gesture signals for simulating writing in response to one or morephysical movements of an electronic device used in a gaming system inwhich a controller detects the movements and a display displays the oneor more gesture symbols associated with its respective gesture signals,in accordance with one implementation of the present invention; and,

FIG. 3 is a depiction of certain implementations of possible approachesfor a user to enter an operational state or mode of the presentinvention.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

The present invention relates generally to gaming consoles and moreparticularly to providing for a simulated writing capability using sucha console inclusive of its system components. The following descriptionis presented to enable one of ordinary skill in the art to make and usethe invention and is provided in the context of a patent application andits requirements. Various modifications to the preferred embodiment andthe generic principles and features described herein will be readilyapparent to those skilled in the art. Thus, the present invention is notintended to be limited to the embodiment shown but is to be accorded thewidest scope consistent with the principles and features describedherein.

Recent approaches to various gaming systems include input devices whichare utilized in accordance with the present invention, in variousimplementations, to provide for a simulated writing capability to gameconsoles and systems using standard components of the gaming system.

For example, developing input devices, such as eye-tracking systems,allow for motion-based directives to perform system functions. Stillother input devices, such as those utilizing motion-sensing inputdevices, now also allow for gesture-based directives to perform systemfunctions. It is envisioned by the present invention that a diversity ofinput devices are included as a part of the present invention,independent of their specific system functions, where each input deviceis capable of performing one or more system functions in relation to thespecific input device. As used herein, the term “input device” and“electronic input device” are intended to be used interchangeably andinclude any input device capable of performing one or more systemfunctions in relation to the input activity or actions of the device.The devices as used herein include an ability to relate input activityat the device with simulated activity intended by the user of thedevice, and may include any one or more of gaming peripherals, gamingcontrollers, and, without limitation, singly or in combination, any ofthe following types of input devices: touch-sensitive; motion-sensitive;multi-degrees-of-freedom (MDOF); inertia-sensing; depression-activated;force-input; mass-based providing kinesthetic feedback; mass-reducedproviding virtual feedback; gesture-based; neural-impulse-based;muscular-activity-based; pointing-based; stylus-derived;voice-activated; light-activated; and the like.

For instance, input devices, such as those utilizing motion-sensinginput devices, provide for gesture-based directives to perform systemfunctions. These gesture-based devices may include but are not limitedto motion-sensing device, motion-sensitive devices, devices having oneor more accelerometers, devices capable of determining three axislocation positioning, devices capable of detecting displacement betweena first point and a second point, devices capable of determining force,speed acceleration and other movement traversing a path between a firstpoint and a second point, and the like. In essence, these input devicesare capable of being deemed as gesture-based devices include but are notlimited to those devices which are able to detect motion displacement,detect movement, or a combination thereof. Preferably these inputdevices as used herein in various implementations of the presentinvention then are capable of providing one or more signals in relationto at least one or more of the detected motion displacement, detectedmovement, or combination thereof.

A system that utilizes standard components of the gaming system toprovide for a simulated writing capability to game consoles inaccordance with the present invention can take the form of animplementation of entirely hardware, entirely software, or may be animplementation containing both hardware-based and software-basedelements. In one implementation, this disclosure is implemented insoftware, which includes, but is not limited to, application software,firmware, resident software, program application code, microcode, etc.

Furthermore, the simulating writing process of the present invention cantake can take the form of a computer program product accessible from acomputer-usable or computer-readable medium providing program code foruse by or in connection with a computer or any instruction executionsystem. For the purposes of this description, a computer-usable orcomputer-readable medium can be any apparatus that can contain, store,communicate, propagate, or transport the program or signals generatedthereby for use by or in connection with the instruction executionsystem, apparatus, or device. Further a computer-readable mediumincludes the program instructions for performing the steps of thepresent invention. In one implementation, a computer-readable mediumpreferably carries a data processing or computer program product used ina processing apparatus which causes a computer to execute in accordancewith the present invention. A software driver comprising instructionsfor execution of the present invention by one or more processing devicesand stored on a computer-readable medium is also envisioned.

The medium can be an electronic, magnetic, optical, electromagnetic,infrared, or semiconductor system (or apparatus or device) or apropagation medium, or a signal tangibly embodied in a propagationmedium at least temporarily stored in memory. Examples of acomputer-readable medium include a semiconductor or solid state memory,magnetic tape, a removable computer diskette, a random access memory(RAM), a read-only memory (ROM), a rigid magnetic disk, and an opticaldisk. Current examples of optical disks include DVD, compactdisk-read-only memory (CD-ROM), and compact disk-read/write (CD-R/W)

FIG. 1A is an illustration of a Nintendo® game console 102 having a base105, and a remote 104, hereinafter referred to as the Wii® system 100. Adistinguishing feature of the console 102 is its associated wirelesscontroller (i.e., remote) 104, also known as the Wii remote, which canbe used as a handheld pointing device and can detect acceleration inthree dimensions (i.e., type of motion-sensing technology). The WIIremote is an example of an input device of the present invention, butthe present invention is not so limited thereto.

The Wii system 100 includes the console 102, a stand 105 to allow theconsole 102 to be placed vertically oriented in one scenario, at leastone Wii remote 104, and a sensor bar (not shown) for sensing theposition of the remote 104 by exchanging information signals with theremote. The Wii remote 104 is the primary controller for the console102. The remote 104 uses a combination of built-in accelerometers andinfrared detection to sense its position in 3D space when pointed at theLEDs within a sensor bar. This design allows users to control the gameusing physical movements and gestures (hereinafter collectively referredto as “gestures”) as well as traditional input depression techniquessuch as button presses. The Wii wireless remote 104 connects to theconsole 102 using Bluetooth® and the remote also features an internalspeaker. The Wii remote 104 can connect to other devices through, forexample, a proprietary port at the base of the remote 104.

Although the presentation in FIG. 1A is that of a WII system 100 whichincludes a wireless controller 104 with motion sensing technology, thepresent invention is not so limited as one of ordinary skill in the artwill readily recognizes that a variety of systems which include types ofmotion sensing technology and other input devices, for instance, asdescribed above, could be used without limitation, and that the use ofsuch systems is envisioned herein and would be within the spirit andscope of the present invention.

Additionally, the present invention envision improved input devices overthose of the Wii and similar. For instance, while internal to a Wiiremote, accelerometers in chip technology may include a wafer affixed tosilicon springs within the controller such that when the Wii remote is“waved” or passed from a first point to second point in mid air, themovement and acceleration of the remote causes the wafer to press uponthe springs, such that the faster the controller (i.e., remote)accelerates, the more the wafer moves relative to the rest of the chip.In the remote, the accelerometer monitors the position of the wafer bymeasuring capacitance, or the ability to store electric charge, invarying directions. Therefore, operationally, when a controller is movedquickly forward as in a “punch” movement, the capacitance increases atthe back of the wafer and decreases at the front. The remote then isable to determine the movement, speed and direction of the remote usingcapacitance in relation to how the wafer moves. The capacitanceinformation is then translated to simulate real-life movements andtherefore may appear on a Wii system as though the movement was a“punch.” Information obtained by the remote is usable in variousimplementations of the present invention irrespective of the presentcapabilities of information gathering and/or use by the Wii deviceitself.

However, most remotes also do not account for positional errors.Attempts to limit the impact of positional errors have been attemptedsuch as in the development of the Wii sensor bar, in which each end ofthe Wii sensor bar emits a beam of infrared light which is monitored bya sensor on the controller to determined where the two spots of lightfall on its pixel grid, such that the sensor can determine where thecontroller is pointing and translate it to a position on the display,accounting for some positional error correction as between the twodevices. Further it is known that Wii remote does not use all data itcollects or is capable of collecting, and the present invention is ableto employ all such data collected by such input devices, whereadditional data derived or obtained from such input devices shall onlyfurther enhance the robust operation of the present invention. Thereforethe present invention envisions both existing and improved input devicesin its operation and the use and availability of information and dataobtained from such devices and associated therewith.

Therefore, by using motion sensing technology within associated inputdevices such as those described previously, or such as that discussedabove with the Wii remote 104 example, along with text interpretationsoftware, a user is able to simulate writing on a display in a gamingsystem by gesturing and thereafter have text appear in a specific areaof the display in an operational state. In one or more implementations,a user using the present invention would also identify the mode ofoperation (i.e., operation state) for which the user is desirous of. Forinstance, in normal gaming operation, a gaming system would beoperational in a gaming state, or normal. In the normal or gaming state,the operation of the remote would be used where the motion and movementof the remote is for use in regular gameplay. However, where the userdesires to enter an operational condition other than the normal orgaming state, such as a communication state for writing the user entersan alternate mode or state to allow the game to distinguish that themotion detected from the remote is to be used to simulate writing in thecommunication state for writing. In this communications mode (i.e.non-gaming mode), the game mode may be temporarily suspended, halted orplaced into a background, such that the communication (i.e., that ofwriting) may be attended to using the remote or input device.

The present invention is able to distinguish between operational statesand accordingly processes the signals detected from an input device inthe appropriate manner in relation to the operational mode. It will beunderstood by those skilled in the art that the present invention may bein one operational state for an undetermined amount of time, is able toswitch back and forth in any sequence as between operational stateswhich may number beyond two states, that a mode of a selectedoperational state is not dependent necessarily on a characteristic oftime, and that an operational state may have both a gaming and anon-gaming aspect to such state. For instance in a non-gaming mode, orin a mixed mode in various implementations, the mode may exist in-gameor outside of game play such that a separate display, sub-display,segmented display or other method may be made visible to alert the userthat a non-gaming state has been selected. In further implementationsthe selection of a non-gaming state may not preclude the user fromswitching back and forth to maintain the gaming experience presentlyunderway. Additionally it is envisioned that there may be a plurality ofsub-states within any single mode.

FIG. 1B is a functional block depiction 150 of the present invention invarious implementations. The block depiction 150 demonstrates therelationship between key functions of the present invention and theirinter-relations within the system, 155. For instance, gesturerecognition 160 is determined using input devices of the presentinvention and gesture signals generated by the input device are providedto a mapping function 170 for relation to determining gesture symbols.The gesture symbols determined from the mapping function 170 areprovided to a writing module at 180 which may then output the gesturesymbols in a predetermined manner. The command center 190 providescontrol via a gaming center, processing center, or other main basecomponent of a gaming system in which controls and system levelfunctions and directives may be set. The command center may be a gamingconsole which provides system level directives to accommodate gesturerecognition via a remote input device at 160, mapping directives at 170and writing instructions at 180.

FIG. 2A is a flow chart 200 for providing a method for generating one ormore gesture signals for simulating writing in response to one or morephysical movements of an electronic device used in a gaming system, inaccordance with the present invention.

From FIG. 2A, an input device is provided at 201 which is capable ofgenerating one or more gesture signals in one or more operational statesin response to one or more gestures. The gesture, as used herein includemovements and/or motions which may traverse three dimensions when usingthe input device, such that the movement of the input device by a usermay form the shape of alphanumerics as well as other predeterminedsymbols or shapes (e.g., Greek characters, check marks, smileys, etc.).Similarly, the gesture symbols are symbolic representations of thegesture shapes. The present invention is not limited to any particularembodiment of shapes, characters, or symbols, as gesture symbols areintended to further include and not be limited to keystrokes shapes,letters, symbols, indicia, and/or combinations thereof.

Gesture signals of the input device 201 are generated in response tomovements of the input device at 202 for the selected mode, preferablyin a non-gaming or mixed mode, where a gesture signal is generated foreach gesture in relation to a movement. In a further implementation, ina communication or non-gaming mode, a single letter, such as “H”, may becomprised of three gesture signals which when combined within aprescribed time are interpreted by the present invention to be an “H”and not three separate characters. The gesture signals may be signalsgenerated by hardware, software, firmware or a combination thereof.

Once the gesture signals are generated at 202, the signals are providedto a mapping agent which maps the gesture signals to gesture symbols.Whereas the gesture signals comprise information related to the movementof the input device as generated, the gesture symbols represent a symbolinterpretation which is to be displayed in relation to the gesturesignal as determined from a comparative mapping step. The mapping ofgesture symbols with gesture signals may be performed by hardware,software, firmware or a combination thereof.

For instance, the gesture signals resulting from the movement of aninput device by a user in which the user makes the general movement of alinear downward motion followed by a leftward sweeping concave arcupward is understood by the present invention to form the letter “J”.Similarly an initial rightward sweeping concave arc followed by anupward linear movement is also understood by the present invention toform the letter “J.” The gesture signal in both situations will containdata information which includes the movement characteristics of themotion of the input device as performed by the user. The gesture signalis then mapped to gesture symbols, where, preferably, the gesturesymbols are pre-populated in a database networked with the gaming systemsuch that a comparative mapping step may be timely performed. In theabove examples, the gesture signal having the data indicating the “J”shape, is compared with suggested, historical, and/or predetermined datainformation resident in the gesture symbol database for comparison withthe gesture signal. Preferably, a software interpretative script isutilized to assist in this comparative step, though the presentinvention is not so limited.

Once the mapping is completed at 203, a gesture symbol is determined fora gesture signal, and the gesture symbol is provided to an output at204. In various implementations, the output may be a display or aprinter whereas in one or more preferred implementations, the mappedgesture symbol is transmitted to an output device for action by theoutput device such as displaying on the gaming system's display as maybe determined by the selected mode.

Additionally a gesture signal may be further defined by various writingcharacter throughput and spatial movement aspects, for instance, asfurther set forth below, which are initiated after an alternate mode orstate (i.e., non-gaming operational state) is entered.

A. Character Throughput

1. Serial Processing of Characters

The user would input one character at a time and that character wouldappear in a text box in a serial manner. Other operating systems such asPalm are known to have a method of physically writing letters onto thetouch-screen of handhelds, which and thereafter interpreting the writtendiagram and inserting the interpretation as text into an application.Although such systems generally accommodate only one letter at a time asit translated the motion detected on the touch screen to create theappropriate character, such approaches are usable by the presentinvention.

2. Group Processing of Strings

It is envisioned by the present invention that the user could write astring of characters across the screen such that once the screen was asfilled as the user desired, the body of characters on the screen istranslated by the present invention and inserted in a text box. Then,the present invention may also remove hand-written data from the screen.Further, it is known that the Microsoft hand-writing interpretationprogram can take a message written onto a touch screen, like a TabletPC, for example, and insert the text into an application. So as topermit a string of characters to be written on the screen before thecharacters are inserted into the text window. Accordingly, such anapproach is usable by the present invention.

B. Spatial Movement

1. Two-Dimensional Plane

It is envisioned by the present invention that the user could choose tosimulate a 2-D plane (horizontal or vertical), where movement could beinterpreted for writing. In one implementation, the writing would bedone in the traditional sense, up-and-down and side-to-side like writingon a sheet, and the space in front of the user could be the virtualpaper, while direct pointing at the screen controls the motion forwriting. For example: using an input device of the present invention, auser may trace the character “S”. In another implementation, the writingmaybe performed via the selection of characters given movement. Forexamples, it is known that the Wii implementation of text entry revolvesaround a set of characters arranged like the traditional keyboard on thedisplay. The motion sensing controller is used to select characters oneat a time. The present invention would further accommodate an overlay ofa semi-transparent set of characters over the game which is beingplayed, and select characters with the controller in one hand, whilecontinuing game play with the controller in the other hand. Byoverlaying a layer of text input and/or chat over the game play, textinput from a controller is enabled while not entering completely intotext-entry mode. This allows the user to enter text while continuinggame play via a multi-input mechanism, which is an unobtrusive advantageof the present invention.

By way of further example, where a screen displays characters arrangedin some manner across the screen, the user using the present inventionis able to select a character or sets of characters through movementssuch as drawing shapes around letters, placing hand over letters for aperiod of time, dragging of a character across a screen, etc. In afurther example, where a traditional keyboard is segmented into virtualareas in front of the user, the user using the present invention is ableto simulate writing through text input.

2. Three-Dimensional Space

It is envisioned by the present invention that motion through 3-D spacein conjunction with multiple devices can present powerful writingapplications and that the present invention is so capable such that, ifthe present invention were used with game consoles equipped withmultiple motion-sensing devices, then the following could be furtherprovided: a. Writing via the interpretation of motion for sign language(Example: Cyber gloves); b. Sophisticated coordination of movement todraw multiple segments of a character. (Example 1: One hand movesvertically while the other moves horizontally to compose the letter “T;Example 2: Two fingers on left hand drag horizontally while one fingeron the right hand drags vertically to compose the letter I”) and c. Onehand maintains movement via position pressure, or acceleration while theother traces or draws characters.

FIG. 2B is a flow chart 209 for providing a method for generating one ormore gesture signals for simulating writing in response to one or morephysical movements of an electronic device used in a gaming system inwhich a controller detects the movements and a display displays the oneor more gesture symbols associated with its respective gesture signals,in accordance with one implementation of the present invention.

From FIG. 2B, an input device is provided at 210 which is capable ofgenerating one or more gesture signals in response to one or moregestures, in relation to a selected one or more operational states(i.e., modes). Preferably, the operational state is selected using theinput device in which a mode of gaming or a mode of non-gaming is chosenby a user with the input device. In the mode of gaming, the presentinvention uses a controller (i.e., input device) of the gaming system toprovide signals with regard to the gaming experience and activity. Inthe mode of non-gaming, the present invention uses a controller of thegaming system to create gestures which may then be interpreted by thepresent invention to be gesture symbols for display on the gaming systemin the non-gaming mode.

Gesture signals of the input device 210 are generated in response tomovements of the input device at 220 for the selected mode. A gesturesignal is generated for each gesture in relation to a respectivemovement. Once the gesture signals are generated at 220, the signals aretransmitted from the input device to the console or base of the gamingsystem. Alternatively, the signals may be transmitted to a server orother main processing location associated with the input device.

The transmitted signals of 230 are then received by the base at 240 inwhich the base then may perform a mapping of the received gesturesignals with predetermined gesture symbols at 250. The mapping may beperformed by the processor, program product resident on a storagedevice, text interpreting script, look-up tables, comparative script, orother processing means to conduct the comparative mapping step. Thepredetermined gesture symbols contain information associated withmovement and related information contained in gesture signalstransmitted from the input device such that associations may be readilydrawn in the comparative mapping step as between movements of the inputdevice for an intended symbol and the information as to the likelysymbol populated in the symbol database, however, the present inventionis not so limited. The mapping of gesture symbols with gesture signalsmay be performed by hardware, software, firmware or a combinationthereof.

In a further preferred implementation, the mapping may be performed byidentifying one or more gesture symbols for each respective gesturesignal via comparing one or more of position, movement and motioninformation from a gesture signal with a pre-populated database ofgesture symbols and determining the one or more gesture symbolscorresponding to the respective gesture signal. Preferably, such acomparative aspect is performed using software and a pre-populateddatabase having gesture symbols therein.

Once the mapping is completed at 250, a gesture symbol is determined inrelation to its respective gesture signal, and the gesture symbol istransmitted to an identified output device, preferably in relation tothe selected mode at 260. In a preferred implementation, the userprefers that the gesture made appear as a symbol on the display on thegaming system when in the selected mode, such that the transmittedsymbol at 260 is provided to a display for displaying at 270. Similarly,one or more gesture symbols may be displayed in relation to the selectedmode and may be further defined by various writing character throughputand spatial movement aspects, for instance, as previously discussed,which are initiated after an alternate mode or state (i.e., non-gamingoperational state) is entered.

FIG. 3 is a depiction of certain implementations of possible approachesfor a user to enter an operational state or mode of the presentinvention, however, FIG. 3 is not intended to be an exhaustive orinclusive listing as the present invention is not so limited.

From FIG. 3, in a preferred implementation, the operational state isselected at 310 by using the input device and may be one of gaming 315or non-gaming 320. It will be understood by those skilled in the artthat references herein as to other naming conventions and examples ofstates or modes which are not gaming are intended to be interchangeablewith non-gaming, for instance. The operational mode selected by a userfor the present invention is non-gaming 320. In a preferredimplementation, the user may select a mode by depressing a button on theinput device (as in 330) or by shaking the input device in apredetermined pattern for a predetermined period of time (as in 360).The non-gaming mode, in various implementations, may be performedin-game or outside of game play such that a separate display,sub-display, segmented display or other method may be made visible toalert the user that a non-gaming state has been selected. In furtherimplementations the selection of a non-gaming state may not preclude theuser from switching back and forth to maintain the gaming experiencepresently underway. Having selected the non-gaming mode at 320, the userenters a mode which enables the present invention to distinguish motionused by the input device to simulate writing instead of motion used inregular gameplay. This can be a distinct burst in time or for aprolonged period dependent upon the way the user chooses to inputcharacters. From FIG. 3, various approaches to enter the non-gaming modemay include but are not limited to:

1. Holding down a button or directional keypad/stick. (330)

2. Execution of some motion. (340)

3. Executing sequences of buttons or directional keypad/stick. (350)

4. Executing sequences of motions. (360)

5. Executing any of the above in combination. (370)

6. Executing any of the above in conjunction with a timing mechanism.(380)

It will be understood and appreciated by those in the art that thepresent invention may employ alternative approaches and methods forselecting operational states such as but not limited to designatingbuttons, movements, or time lapses set up by the user or the gamingapplication program interface (API). This alternate mode or state isused to represent the commencement, suspension, or cessation of writing.

PREFERRED IMPLEMENTATIONS OF THE PRESENT INVENTION

The following present preferred implementations of the present inventionare presented for exemplary purposes only. These scenarios furtherreflect that the present invention provides flexibility in operationthat allows multi-input technology to be utilized from more than onesource.

Scenario 1. A player is text messaging with friends while playing abowling game. Since bowling controls typically only require one hand,the player, using the present invention is able to write text with onehand, while continuing game play with the other hand. A switchablesingle or dual operating mode is enabled with the present invention.

Scenario 2: A player is playing a game which utilizes text input as amethod of playing the game. For instance if there was a trivia portionembedded in the game, the trivia portion might require text entry fromthe player. The present invention enables the player to use thecontroller for text entry in various operating modes.

Scenario 3: In Second Life, or other similar virtual world application,a player using the present invention may use one controller to directtheir avatar around the virtual space, while using another controller toselect windows, enter text, etc., in various operating modes. It will befurther appreciated by those skilled in the art that the presentinvention also provides the capability for multiple signals orcontrollers (i.e., multiple input via both hands, etc.) to be utilizedto further develop additional levels of sophistication in thetranslation.

A method and system for generating one or more symbols in response toone or more gestures using an input device of a gaming system has beenprovided. The method and system include providing the input device beingcapable of generating one or more gesture signals in response to one ormore gestures and being operable to select a mode of one or moreoperational states; providing for generating one or more gesture signalscorresponding to the gesturing; mapping the one or more generatedgesture signals in relation to one or more symbols, respectively; and,providing for transmitting one or more symbols corresponding to therespective gesture signals associated with the gesturing to an output.

As used herein, the generic terms “remote” and “controller” are intendedto be used interchangeably with the term “input device.”

Although the present invention has been described in accordance with theembodiments shown, one of ordinary skill in the art will readilyrecognize that there could be variations to the embodiments and thosevariations would be within the spirit and scope of the presentinvention. Accordingly, many modifications may be made by one ofordinary skill in the art without departing from the spirit and scope ofthe appended claims.

1. A method for generating one or more gesture symbols in response toone or more physical movements of an electronic input device used in agaming system, the device being capable of generating one or moregesture signals in one or more operational states being one of a gamingenvironment, a non-gaming environment and a mixed environment,comprising: selecting a mode of operation using the device; gesturingone or more writing symbols using the device; generating one or moregesture signals in response to the gestured one or more writing symbolsin relation to respective physical movements of the device correspondingfor each gestured writing symbol to one or more of: detected motiondisplacement and detected movement of the device; transmitting the oneor more gesture signals to a receiver of the gaming system; mapping theone or more received gesture signals with a gesture symbol database todetermine a gesture symbol for each of the one or more gesture signals;transmitting the one or more determined gesture symbols to an output;and generating the one or more gesture symbols as an outputcorresponding to the selected mode of the operational state.
 2. Themethod of claim 1, wherein the input device is at least one of a devicehaving a mechanism for determining movement and motion; wherein theinput device is a gaming controller, a gaming remote, a gamingperipheral or a controlling device, any of which are operable with thegaming system; and is able to detect one or more of motion displacement,movement, or a combination thereof.
 3. The method of claim 1, whereinthe operation state is one of a gaming state, a non-gaming state and amixed state.
 4. The method of claim 3, wherein the mixed state includesan in-game or outside of game play portion such that a separate display,sub-display segmented display or other display area is visibleconcurrent with a game display area.
 5. The method of claim 3, wherein afirst operational state is selected followed by a second operationalstate is selected, whereby a mode of a selected operational state is notdependent necessarily on a characteristic of time, and that anoperational state may have both a gaming and a non-gaming aspects tosuch state.
 6. The method of claim 1, wherein the gestures and symbolsmay portray one or more of movements and motions which may traversethree dimensions when using the input device, and may further form ashape of alphanumerics, foreign language characters, symbols shapessmileys, keystrokes shapes, letters, indicia and other predeterminedcharacters intended to further include and not be limited to, andcombinations thereof.
 7. The method of claim 1, wherein the mappingfurther comprises identifying one or more gesture symbols for eachrespective gesture signal by comparing one or more of position, movementand motion information from a gesture signal with a pre-populateddatabase of gesture symbols and determining the one or more gesturesymbols corresponding to the respective gesture signal.
 8. The method ofclaim 1, further comprising displaying the one or more symbols on adisplay of the gaming system in relation to the selected mode.
 9. Themethod of claim 8, wherein the displayed one or more symbols aredisplayed in relation to the selected mode and are further defined bywriting character throughput and spatial movement aspects.
 10. Acomputer program product for mapping one or more gesture signals to oneor more gesture symbols for association with physical movements of aninput device and its respective output of one or more gesture symbolsfor a gaming system including a computer, a storage medium, and aprocessor the input device being capable of generating one or moregesture signals in response to one or more gestures, capable oftransmitting one or more gesture signals, and being operable to select amode of one or more operational states, and a console being capable ofreceiving one or more transmitted gesture signals and generating one ormore symbols; the computer program product comprising a computerreadable medium having program instructions for: selecting a mode ofoperation using the input device; generating one or more gesture signalsin response to one or more writing symbols gestured in relation torespective physical movements of the input device determined bydetecting one or more of motion displacement and movement of the inputdevice during gesturing; transmitting the one or more gesture signals toa receiver of the gaming system; mapping the one or more receivedgesture signals with a pre-populated gesture symbol database todetermine a gesture symbol for each of the one or more gesture signals;and transmitting the one or more determined gesture symbols to anoutput.
 11. The product of claim 10, wherein the input device is atleast one of a device having a mechanism for determining movement andmotion; wherein the input device is a gaming controller, a gamingremote, a gaming peripheral or a controlling device, any of which areoperable with the gaming system; and is able to detect one or more ofdisplacement, movement, or a combination thereof.
 12. The product ofclaim 10, wherein the operation state is one of a gaming state, anon-gaming state and a mixed state.
 13. The product of claim 12, whereinthe mixed state includes an in-game or outside of game play portion suchthat a separate display, sub-display, segmented display or other displayarea is visible concurrent with a game display area.
 14. The product ofclaim 12, wherein a first operational state is selected followed by asecond operational state is selected, whereby a mode of a selectedoperational state is not dependent necessarily on a characteristic oftime, and that an operational state may have both a gaming and anon-gaming aspects to such state.
 15. The product of claim 10, whereinthe gestures and symbols may portray one or more of movements andmotions which may traverse three dimensions when using the input device,and may further form a shape of alphanumerics, foreign languagecharacters, symbols shapes, smileys, keystrokes shapes, letters, indiciaand other predetermined characters intended to further include and notbe limited to, and combinations thereof.
 16. The product of claim 10,wherein the mapping further comprises identifying one or more gesturesymbols for each respective gesture signal by comparing one or more ofposition, movement and motion information from a gesture signal with apre-populated database of gesture symbols and determining the one ormore gesture symbols corresponding to the respective gesture signal. 17.The product of claim 10, further comprising displaying the one or moresymbols on a display of the gaming system in relation to the selectedmode.
 18. The product of claim 17, wherein the displayed one or moresymbols are displayed in relation to the selected mode and are furtherdefined by writing character throughput and spatial movement aspects.19. The product of claim 10, further comprising the step of displayingthe symbols.